Did you try to have all the units have one pulse at the same time? Meaning that the pulse was not happening for a random unit at a time but that all the units in a control point field would have a pulse simultaneously? I'm thorn between thinking that this would be cool to thinking that it might be distracting. Perhaps a pulse every 2-3 seconds.
All the units in a control point have that pulse/circle going off, but couldn't get it to synchronize so that all units pulsed at the same time, so I left it as it is now. (which probably makes it look like only one unit is pulsing at the same time) I'll change it when/if I figure out how to do so.
I like yellow circles and pings on the minimap. I think the minimap pings perhaps are a bit too large. They might be less intruding on the minimap if you scaled them down to 0.75, or perhaps even 0.5
I wasn't sure if it was too small or too large when testing, so I went with a covers-most-of-the-minimap-circle's-radius scale with them. I'll wait a bit more to see, and shrink it to 0.75 if it's too distracting (0.5 was my first attempt, but was a little too small)
Another nice project that's gonna be made for nothing but the pleasure to create map :(
Why are there so few players on Starcraft, it's such a nice game...
Btw, why not make more maps based on this concept?
You don't have to reinvent the concept. Just copy the map with all the triggerwork and custom data and instead rework the terrain and base placement and attack waves :)
I think this is a nifty concept and would like to see those new factions in more maps. Perhaps three maps, one jungle, one desert and one iceworld :D
Heh, I've thought about doing something similar before, a 'series' of smaller singleplayer maps, each in a different enviroment with a different objective. (and different race to play as, Zerg included) Iceworld was what this map was originally supposed to be, so if I do it, it'll be the first one :)
Either way it would take quite some time to make (not too much though, since most data and triggers would be shared), so I'm probably not going to do it soon, maybe after I finish the RPG I'm working on.
I think is a good idea giving that Orion: Ground Zero is by far one of those maps that i can bring any of my friends for the first time witch i have done so many times and they take to the map so fast. They start playing it with such enjoyment. This map is on my top play bookmarks and even my friends ask me to play it.
When you created such dynamic that a rocket scientist dosent need to be there to explain what is this map about about is a plus for me and who ever i introduce to new maps. Making more maps with the same MOD will be welcome. :-)
Insane would be a good place to start, it's the "medium" of higher difficulties and shouldn't be too hard or easy for veterans. You could bump it up to Unfair if you're looking for some extra challenge. Have fun!
I've updated the map, with some new additions & some changes. Most notably, the Solar Eclipse event, where the Zerg will become frenzied and attack you from all directions under the cover of darkness, and a Scoreboard/Rank system.
Some of the changes:
Added a scoreboard & ranks. Can you achieve the rank of Supreme Commander or Praetor?
New events: Solar Eclipse (higher difficulties only), Reinforcements & Investment
Added countdown timers for events & control points
When a Brood is destroyed, the players are now rewarded with Crimson Minerals (bonus minerals if destroyed early on)
Easy difficulties have been made easier, and hard ones harder
Zerg Drop Pods are now weaker in lower difficulties & stronger in higher ones
On higher difficulties, Broods become more aggressive & are enraged more easily
Lava Surges will no longer occur before the 10 minute mark
Prospectors' Syndicate Power Plants are now passive & do not explode on death, but are less durable
Changed the lighting of low ground lava-susceptible areas to be more reddish
Added a command to turn control point minimap symbols on/off
Fixed bug: Air Raid Gunships would return to the bottom of the map if no enemies were nearby. They now patrol the area.
Numerous small bug fixes, balance changes & visual changes
Not sure if the proper place for it, but I've caught a minor bug: spectre attack animation doesn't work. To be more presice, they don't bring up their guns to firing position, the flash of the shot does appear.The sound effect works and the damage is still done, so it's no big deal. Oh, and it is definitely related to the map, because I ran a few campaign missions with spectres in them as well as another arcade map, and there the animations work fine.
Thanks, hope you guys enjoy the patch :) Also, I promise a free virtual cookie to whoever beats the new hard difficulty :P
All the units in a control point have that pulse/circle going off, but couldn't get it to synchronize so that all units pulsed at the same time, so I left it as it is now. (which probably makes it look like only one unit is pulsing at the same time) I'll change it when/if I figure out how to do so.
I wasn't sure if it was too small or too large when testing, so I went with a covers-most-of-the-minimap-circle's-radius scale with them. I'll wait a bit more to see, and shrink it to 0.75 if it's too distracting (0.5 was my first attempt, but was a little too small)
uhhh looks like my type of game I will trying this in a few!
Looks a bit like SC Expanded, you didn't take any influnce from SoulFilcher's mod did you?....
@rickmary: Go Nope. Asides from both being altered melee with subfactions, don't think there are anymore similarities.
Another nice project that's gonna be made for nothing but the pleasure to create map :( Why are there so few players on Starcraft, it's such a nice game...
Btw, why not make more maps based on this concept?
You don't have to reinvent the concept. Just copy the map with all the triggerwork and custom data and instead rework the terrain and base placement and attack waves :)
I think this is a nifty concept and would like to see those new factions in more maps. Perhaps three maps, one jungle, one desert and one iceworld :D
Heh, I've thought about doing something similar before, a 'series' of smaller singleplayer maps, each in a different enviroment with a different objective. (and different race to play as, Zerg included) Iceworld was what this map was originally supposed to be, so if I do it, it'll be the first one :)
Either way it would take quite some time to make (not too much though, since most data and triggers would be shared), so I'm probably not going to do it soon, maybe after I finish the RPG I'm working on.
@njordys: Go
I think is a good idea giving that Orion: Ground Zero is by far one of those maps that i can bring any of my friends for the first time witch i have done so many times and they take to the map so fast. They start playing it with such enjoyment. This map is on my top play bookmarks and even my friends ask me to play it. When you created such dynamic that a rocket scientist dosent need to be there to explain what is this map about about is a plus for me and who ever i introduce to new maps. Making more maps with the same MOD will be welcome. :-)
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Going to play it with a friend. What difficulty do you suggest for your first game if both are sc2 veterans?
Insane would be a good place to start, it's the "medium" of higher difficulties and shouldn't be too hard or easy for veterans. You could bump it up to Unfair if you're looking for some extra challenge. Have fun!
I've updated the map, with some new additions & some changes. Most notably, the Solar Eclipse event, where the Zerg will become frenzied and attack you from all directions under the cover of darkness, and a Scoreboard/Rank system.
Some of the changes:
Not sure if the proper place for it, but I've caught a minor bug: spectre attack animation doesn't work. To be more presice, they don't bring up their guns to firing position, the flash of the shot does appear.The sound effect works and the damage is still done, so it's no big deal. Oh, and it is definitely related to the map, because I ran a few campaign missions with spectres in them as well as another arcade map, and there the animations work fine.
Huh, odd bug. I've noted it down, will fix it in the next version. Nice catch though. :P